예제 #1
0
 internal void Light(GLLightName light, LightParameter pname, float param)
 {
     gl.glLightf((int)light, (int)pname, param);
     CheckException();
 }
예제 #2
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 static extern void materialfv(FacingMode light, LightParameter pname, IntPtr param);
 public static unsafe void Lightx(this OesFixedPoint thisApi, [Flow(FlowDirection.In)] LightName light, [Flow(FlowDirection.In)] LightParameter pname, [Count(Computed = "pname"), Flow(FlowDirection.In)] ReadOnlySpan <int> @params)
 {
     // SpanOverloader
     thisApi.Lightx(light, pname, in @params.GetPinnableReference());
 }
예제 #4
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		public static void Light(LightName light, LightParameter pname, Int32 param)
		{
			Debug.Assert(Delegates.pglLighti != null, "pglLighti not implemented");
			Delegates.pglLighti((Int32)light, (Int32)pname, param);
			CallLog("glLighti({0}, {1}, {2})", light, pname, param);
			DebugCheckErrors();
		}
예제 #5
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 static extern void lighti(LightName light, LightParameter pname, int param);
예제 #6
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		public static UInt32 BindLightParameterEXT(LightName light, LightParameter value)
		{
			UInt32 retValue;

			Debug.Assert(Delegates.pglBindLightParameterEXT != null, "pglBindLightParameterEXT not implemented");
			retValue = Delegates.pglBindLightParameterEXT((Int32)light, (Int32)value);
			CallLog("glBindLightParameterEXT({0}, {1}) = {2}", light, value, retValue);
			DebugCheckErrors();

			return (retValue);
		}
예제 #7
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		internal static extern void glLightiv(LightName light, LightParameter pname, [OutAttribute] Int32* @params);
예제 #8
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 public static void glLightf(LightName light, LightParameter pname, Single param)
 {
     i_OpenGL1_1.glLightf(light, pname, param);
 }
예제 #9
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 public static void glLightfv(LightName light, LightParameter pname, ref Single[] @params)
 {
     i_OpenGL1_1.glLightfv(light, pname, ref @params);
 }
예제 #10
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    private LightParameter parameter; // for the verification method

    public PropertyTransitionBuilder forParameter(LightParameter parameter)
    {
        this.parameter = parameter; // for the verification method
        valueApplier   = parameterValueAppliers[parameter];
        return(this);
    }
예제 #11
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파일: GlfwGL.cs 프로젝트: lamest/agg-sharp
 public void Light(LightName light, LightParameter pname, float[] param)
 {
     glLightfv((int)light, (int)pname, param);
 }
예제 #12
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 public StrobleLightsManagerConfigurator forParameter(LightParameter parameter)
 {
     transitionBuilder.forParameter(parameter);
     return(this);
 }
예제 #13
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		public static void Light(LightName light, LightParameter pname, float[] @params)
		{
			unsafe {
				fixed (float* p_params = @params)
				{
					Debug.Assert(Delegates.pglLightfv != null, "pglLightfv not implemented");
					Delegates.pglLightfv((Int32)light, (Int32)pname, p_params);
					LogFunction("glLightfv({0}, {1}, {2})", light, pname, LogValue(@params));
				}
			}
			DebugCheckErrors(null);
		}
예제 #14
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		public static void Light(LightName light, LightParameter pname, float param)
		{
			Debug.Assert(Delegates.pglLightf != null, "pglLightf not implemented");
			Delegates.pglLightf((Int32)light, (Int32)pname, param);
			LogFunction("glLightf({0}, {1}, {2})", light, pname, param);
			DebugCheckErrors(null);
		}
예제 #15
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 internal void Light(GLLightName light, LightParameter pname, int[] parameters)
 {
     gl.glLightiv((int)light, (int)pname, parameters);
     CheckException();
 }
예제 #16
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 public static void glLighti(LightName light, LightParameter pname, Int32 param)
 {
     i_OpenGL1_1.glLighti(light, pname, param);
 }
 public static void Light(LightName name, LightParameter pname, Vector4 @params)
 {
     unsafe { GL.Light(name, pname, (float *)&@params.X); }
 }
예제 #18
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 public static void glLightiv(LightName light, LightParameter pname, ref Int32[] @params)
 {
     i_OpenGL1_1.glLightiv(light, pname, ref @params);
 }
예제 #19
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		internal static extern void glLightfv(LightName light, LightParameter pname, [OutAttribute] Single* @params);
 public static extern void Lightf( LightName light, LightParameter pname, float param );
 public static uint BindLightParameterEXT( LightName light, LightParameter value )
 {
     if (_BindLightParameterEXT == null) throw new Exception( "Extension method BindLightParameterEXT not found" );
     return  _BindLightParameterEXT( light, value );
 }
 public static extern void Lightfv( LightName light, LightParameter pname, float[] @params );
예제 #23
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 public static void Lighti(LightName light, LightParameter pname, int param)
 {
     Interop.Calli((int)light, (int)pname, param, LightiAddress);
 }
 public static extern void Lighti( LightName light, LightParameter pname, int param );
예제 #25
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 public void Lighti(LightName light, LightParameter pname, int param) =>
 lighti(light, pname, param);
 public static extern void Lightiv( LightName light, LightParameter pname, int[] @params );
 public static unsafe void GetLightx(this OesFixedPoint thisApi, [Flow(FlowDirection.In)] OES light, [Flow(FlowDirection.In)] LightParameter pname, [Count(Computed = "pname"), Flow(FlowDirection.Out)] Span <int> @params)
 {
     // SpanOverloader
     thisApi.GetLightx(light, pname, out @params.GetPinnableReference());
 }
예제 #28
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		public static void Light(LightName name, LightParameter pname, Vector4 @params) {
			unsafe {
				Gl.Light(name, pname, (float*)&@params.X);
			}
		}
예제 #29
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 internal void GetLightiv(GLLightName light, LightParameter pname, int[] parameters)
 {
     gl.glGetLightiv((int)light, (int)pname, parameters);
 }
 public partial uint BindLightParameter([Flow(FlowDirection.In)] LightName light, [Flow(FlowDirection.In)] LightParameter value);
예제 #31
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 internal void Light(GLLightName light, LightParameter pname, Point3D position)
 {
     gl.glLightfv((int)light, (int)pname, (float[])position);
     CheckException();
 }
예제 #32
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 public static void Light(LightName name, LightParameter pname, Color4 @params)
 {
     unsafe {
         Gl.Light(name, pname, (float *)&@params);
     }
 }
예제 #33
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 public static void Light(LightName light, LightParameter pname, float[] param)
 {
     Instance?.Light(light, pname, param);
     CheckForError();
 }
예제 #34
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파일: GL.cs 프로젝트: Wiladams/NewTOAPIA
 public static void Light(GLLightName light, LightParameter pname, int param)
 {
     gl.glLighti((int)light, (int)pname, param);
 }
 public static extern void GetLightiv( LightName light, LightParameter pname, [Out]int[] @params );
예제 #36
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파일: GL.cs 프로젝트: Wiladams/NewTOAPIA
 public static void Light(GLLightName light, LightParameter pname, int[] parameters)
 {
     gl.glLightiv((int)light, (int)pname, parameters);
 }
예제 #37
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		internal static extern void glLightf(LightName light, LightParameter pname, Single param);
예제 #38
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파일: GL.cs 프로젝트: Wiladams/NewTOAPIA
 public static void GetLightfv(GLLightName light, LightParameter pname, float[] parameters)
 {
     gl.glGetLightfv((int)light, (int)pname, parameters);
 }
예제 #39
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		internal static extern void glLighti(LightName light, LightParameter pname, Int32 param);
예제 #40
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 static extern void lightfv(LightName light, LightParameter pname, IntPtr param);
예제 #41
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 public static void Light(LightName name, LightParameter pname, Color4 @params)
 {
     unsafe { GL.Light(name, pname, (float*)&@params); }
 }
예제 #42
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 static extern void lightf(LightName light, LightParameter pname, float param);
예제 #43
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파일: GL.cs 프로젝트: CNCBrasil/agg-sharp
		public static void Light(LightName light, LightParameter pname, float[] param)
		{
#if USE_OPENGL
			if (openGlHardwareAvailable)
			{
				OpenTK.Graphics.OpenGL.GL.Light((OpenTK.Graphics.OpenGL.LightName)light, (OpenTK.Graphics.OpenGL.LightParameter)pname, param);
			}
#else
			//throw new NotImplementedException();
#endif
		}
예제 #44
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 public void Lightf(LightName light, LightParameter pname, float param) =>
 lightf(light, pname, param);
예제 #45
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		public static void Light(LightName light, LightParameter pname, Int32[] @params)
		{
			unsafe {
				fixed (Int32* p_params = @params)
				{
					Debug.Assert(Delegates.pglLightiv != null, "pglLightiv not implemented");
					Delegates.pglLightiv((Int32)light, (Int32)pname, p_params);
					CallLog("glLightiv({0}, {1}, {2})", light, pname, @params);
				}
			}
			DebugCheckErrors();
		}
예제 #46
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 public abstract uint BindLightParameter([Flow(FlowDirection.In)] LightName light, [Flow(FlowDirection.In)] LightParameter value);